As far as I am aware, I've not read any confirmation of this. Horror "fear consumes all enemies - the severity of the effect increases with proximity to you" The tool tip wording is either unclear of its full effect kills enemies or misintepreted suggesting horror damages opponents in relation to proximity. After much testing using wynter and lucille in doomvale arena 2man upto 116level - mobs don't become damaged or injured in relation to proximity but are horrified or feared more severely. There is no proximity damage, only fear increased duration. Mobs also drop randomly and not completely the result of close proximity. Many times could horror with no deaths running through group of 3-4 melee or wynter is overlapping an ooze but the mob facing her dies. Doesn't matter if mobs are level 1 or 116 or 170 either - they just drop dead. If this is not a bug then it leads me to conclusion the ability may have a small chance the enemy will instantly die from something like heart failure. This is a huge deal - making horror the single best ability in the game, by a long shot. Especially for arenas and it's rather strange to not hear any strats built around this information if it was "known".
Mika implied that there's a chance of insta-death if a baddie is close enough to you. As for strats built around it...it's a bit too random (and low %) to be something to rely on. However, if you're quick enough, yes--it's worth moving Wynter closer to a group of mobs before firing off Horror. Regardless, it's close to a must-have in arenas anyway...since those stupid archers are overpowered like helllllllaaaa....
update suggestion I haven't read through that many (maybe last 40ish only?) pages but I'm surprised I haven't seen anybody else make any suggestions like this yet: we already know that after each completed level, characters are awarded xp based on how good/bad they perform with the top 3 getting +25%, +16% and +8% respectively (if the wiki is correct) my suggestion is, why not take this a step further and add a "level complete" screen thats optional to view (via clicking a button upon level completion), that gives more in depth stats like damage dealt, life healed, specials used, etc. for each character if you wanted to even take it a step further, I'm sure theres tons of other "stats" that could be implemented, like adding a 6th page on the outofbattle page that shows you each character's stats like kills #, deaths #, #1-3 mvp#s, etc. and could perhaps reward characters with #1mvp streaks for instance, with a free item upgrade or something Anyways, my first time posting, so thanks Mika staff for an excellent game!
Welcome to TA! And that's a great first post I also am a big fan of seeing the stats. I'm not sure Mika is, though. Maybe there's a stats page somewhere in the menu or something that's tucked away out of sight, but still accessible for the more 'hardcore' Battleheart players
That's an awesome idea! I also have trouble selecting characters sometimes, especially when I'm using my cleric with the splash-heal talent turned on because I tend to keep my group clumped near each other.
Just had to pop in and say that I just picked this up out of boredom of all the other apps I had at the time (still waiting for the damn Shadow Era update...) and my god... Why in the f*ck hadn't I picked this up sooner?!?!? This game is simply amazing!!! Well done MikaMobile. Well f*cking done!!!!
I mean I"m not rushing him or complaining. I know there are always reasons but still I can't help but want more
Do you get anything out of leveling past 30 other than 15 hit points/lvl? I tried some searching in this post, and the wikia, but couldn't find anything.
So i just got this game and i like it a lot I need some squad help though 1. Lucille/Cleric (this ones set, im pretty sure its important lol) 2. Thistle/Wizard (idk about this, she seems better than the witch one thoguh) 3. Garrick/pirate/barbarian (good damage dealer, but should i switch for rogue)? 4. Baelrosh/barbarian (should i get a tank? maybe like the black knight guy, and get really good armor for him) To clarifiy, the enemies usually attac the guy with highest armor right? So if i have a tank, i can basically focus on healing him, while the my wizard and pirate/barbarian guy deal the damage to him? Any other recommeneded set ups?
Essentially you want four types of characters in your party A healer. A tank. A mobber. A DPS. You'll probably be using a cleric as your healer until you decide to level the bard to lv 30. A bard acts as a healer, but can also buff the atk/def of one character, as well as using skills to raise the damage/defence of the entire team by a %. Tank, you either want a knight or the monk. The knight is more of a defensive tank, while a monk is offensive in relation. Mobber is really just crowd control, and wizards are excellent in all aspects for that. Witches can crowd control, but seem to be more orientated towards attacking single targets. DPS [character] (damage per sec) is your barbarian or rogue, who are generally going file away enemies one by one (exception to this is Barbarians who have an AoE skill with decent damage). Barbarians have excellent DPS at the sacrifice of being extremely brittle (they will die easily when skills are activated), while rogues specialise in skills that deal high damage %'s. Ofcourse, you could mix and match things, but the general gist of it all is you need a healer, a tank, and the remaining two you can fill in with whatever works with you and/or the map you're playing.
I think my favorite party group is Knight/Bard/Wizard/Cleric. It can be a little slow rolling to start, but once the bard gets the reset cooldown ability and the wizard gets teleport, you're set with a lot of survivability. I liked the witch better than the wizard <25, but teleport is kind of a big deal. I don't really like having a lot of melee, because it's more guys you have to make run away from certain boss effects, and they lose a little time when they have to constantly move to hit an enemy you're kiting around, whereas range dps can just stand and fire.
I prefer the witch over the wizard because she gives you some nice board control. If you run into a tight spot you can fear everyone and it gives you some time to recover and/or address the biggest threats without retaliation for a short time. Either healer seems to work fine for me, my favorite party is something like: Monk Rogue/Barbarian Witch Cleric/Bard